<target key="target2" name="target2">trigger all entities with this targetname when triggered</target>
<target key="target3" name="target3">trigger all entities with this targetname when triggered</target>
<target key="target4" name="target4">trigger all entities with this targetname when triggered</target>
-<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
+<boolean key="target_random" name="target_random">instead of triggering ALL matched entities, trigger ONE of them by random</boolean>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<real key="trigger_reverse" name="trigger_reverse">open "func_door_rotating" with "BIDIR" in reverse direction</real>
-------- SPAWNFLAGS --------
<target key="target2" name="target2">trigger all entities with this targetname when triggered</target>
<target key="target3" name="target3">trigger all entities with this targetname when triggered</target>
<target key="target4" name="target4">trigger all entities with this targetname when triggered</target>
-<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
+<boolean key="target_random" name="target_random">instead of triggering ALL matched entities, trigger ONE of them by random</boolean>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<real key="wait" name="wait">time to wait until the "off" event is fired</real>
-------- SPAWNFLAGS --------
<target key="target2" name="target2">trigger all entities with this targetname when triggered</target>
<target key="target3" name="target3">trigger all entities with this targetname when triggered</target>
<target key="target4" name="target4">trigger all entities with this targetname when triggered</target>
-<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
+<boolean key="target_random" name="target_random">instead of triggering ALL matched entities, trigger ONE of them by random</boolean>
<targetname key="targetname" name="targetname">name that identifies this entity so it can be triggered</targetname>
<real key="phase" name="phase">phase of the multivibrator (it is added to the time)</real>
<real key="wait" name="wait">"on" cycle time (default: 1)</real>